[MUD-Dev2] [DESIGN] Crafting Systems: Supply-Drivenvs.Demand-Driven
Dave Scheffer
dubiousadvocate at hotmail.com
Fri Apr 27 09:57:29 CEST 2007
----- Original Message -----
From: "John Buehler" <johnbue at msn.com>
To: <mud-dev2 at lists.mud-dev.com>
Sent: Wednesday, April 25, 2007 9:36 AM
Subject: RE: [MUD-Dev2] [DESIGN] Crafting Systems:
Supply-Drivenvs.Demand-Driven
>
> There are undoubtedly other types of people that enjoy the crafting space
> (the saleseman, the supplier, etc), but I figure these two cover a lot of
> ground. They also offer a way of dividing the crafting space at least
> into
> two parts, which addresses some of Shannon's concerns.
I think you'd find these other types far more critical to the playstyle. In
fact I really don't think there are many sole artisan player types, simply
because so few gameworlds really implement the things that drive a true
artisanry, e.g. player skill. I've seen a few attempts but they confused
twitch with craftwork (hit the right colored flash of light on the red hot
sword blank before it disappears, etc). True Artisans are notoriously less
social.
I suspect a controlled study of crafters across the MMOG-scape would reveal
that it is the roles revolving around socialization that drive those
players: the roles of salesman, supplier etc which actually make up the
composite role of "businessman". While there are many of us who like the
idea of true artisanship and would really enjoy that part of the game it
won't be satisfying until developers treat economy more directly with less
susceptibility to minmaxing.
Shannon's proposal really deals with liquidity of the market and who drives
value. It is something that lends itself easily to technology if
introducing marketing problematics for the game itself. Suppliers don't
dictate terms except under unusual circumstances. (example: pre-17th century
Bihar India as a supplier was able to dictate diamond pricing simply because
they owned the sole mines in the known world.) Still though her analysis
squarely targets the real draw in today's gameworld products for the crafter
playstyle: socialization mechanics.
But more directly to John's point: artisans really are not a supported
playstyle so we're better off decomposing and exploiting the various
businessman roles. Conflating his with Shannon's proposal: artisans never
drive pricing except when they are organized into economic guilds with
monopolic control. That's difficult to model in most gameworlds simply
because developers are catering more to non-crafters, and it is difficult to
placate that demographic to the benefit of crafters because crafters compete
with drops. Developers are able to convince themselves it is ok for
non-crafters to farm epic items repeatedly then it is to allow crafters a
few select masterworks over a controlled time period. Drop tables are the
devil as far as crafters are concerned.
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